Myth Weavers is pleased to announce the Dungeons & Dragons Create a Villain Contest! Members may create a villain using any edition of the Dungeons & Dragons rules, and the final entries will be voted on by the community.

First place wins a new copy of the Dungeons & Dragons 5th Edition Players Handbook!

The contest runs from July 1 to July 31, and voting will then run from August 1 through August 7. The winner will be announced on August 8 and contacted via PM. Contest details and directions may be found HERE!

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Finding his own clan taken in by a con artist and enchanter, Aukan's natural resistance to magic allowed him to take down the man. However, lingering effects of the man's efforts, as well as the clan's strict laws, found Aukan's rage-fueled attack to be unpardonable. Exiled from his own home, Aukan took the work of a mercenary as he travelled all across Avistan. Given a field comission when he was sent after a group of Pathfinders and saving their lives, Aukan joined the Society.. though little has changed. Largely uninterested in the past or knowledge beyond that of his own people, and hating both magic and the majority of it's users, Aukan continues his job as a simple bodyguard.. Pathfinder or not. In time, he's found a handful of spellcasters whom he respects- those who rely not only on magical might, but that of their own arms as well. Of these, Uress Kest and the Calistrian Aestrid Tularssan stand out.

Nothing is known about Ankirega, and he or she appears to prefer to keep it that way. Dissapearing from active duty for stretches a time, few have seen Ankirega more than once, and never in the same form, for he or she appears to be a natural shapeshifter. However, there appears to be a connection to the Sczarni mob...

The Venture Captain Leena Alcine commonly known as "Beta", was born and raised in the Verduran Forest, near her recently established "Wild Lodge". While specifics of her childhood are scarce, Beta has revealed that since retiring from active service, a number of divinations and more mundane investigations yielded information she had not been able to recall. Her parents, Sonel and Berin, were hunters and trappers of the forest, ranging as far in from Andoran lands as the Sellen River. Her parents were apparently unaware of Beta's celestial heritage, owing to an agathion generations removed. As a 'throwback' to her long-ago ancestor, signs of her mixed blood were few until adolesence, at which point they bloomed. Orphaned by her parents at the age of five by a group of bandits, Beta was left in the wild with little ability to fend for herself. (The Venture Captain has declined to share information regarding the bandits or her ancestry, beyond that 'they would trouble us no more'). For several days she stayed near the Sellen, hiding from predators and surviving off berries and a few fish- however, her fortunes would change when she met the wolf she named Alpha when she grew older.

Divorced from a pack, Alpha had been the runt wolf of his pack, left behind for his weakness. When they met, it was not with the fear she had displayed towards the other predators, but awe. Alpha stood calmly as the child approached him, and when they touched her agathion heritage began to arise in part. For the sake of brevity, I will skip forwards to her teenage years: suffice to say, the two learned with each other and became excellent hunters and they would prove as Pathfinders.

Aware of the humans not far from the edges of the Verduran Forest, primarily loggers, but not having crossed the Sellen to Taldan lands, Beta remained near the site of the modern-day Wild Lodge for the next decade. However, a group of fortune seekers delved further east, hoping to find rich mines, exotic animals, or other sources of wealth, by her account. Finding her one day, the group attempted to talk to Beta and find why the wild girl dressed in skins was in the depths of the forest. However, having spent the last decade with only an oddly ageless wolf at her side and having been too young to have an extensive vocabulary, they found it difficult to communicate. Regardless, the group made clear it's concern for the young woman and attempted to teach her the Common tongue. While she learned quickly, she had no interest in leaving her forest home when they left- but she now knew of them, and them of her.

In a strange twist of fate, the young Eagle Knight-to-be Colson Maldris found out about her from these men, and took an interest in the young woman. Coming to meet her himself, he found the strange story about the wild woman with furred hands, wolf ears, and clawed feet to be true. Knowing her as agathion-blooded, the two spoke together, and when he asked her for her name, young Leena did not remember hers- instead, she chose to call herself Beta, and her companion Alpha, after learning the terms from him. Feeling an inexplicable yearning to leave the forest behind and see the wondrous world he spoke of, Beta agreed to accompany him to civilized Andoran lands.

For the next two years, Beta served as a hunter and guide in the forest and the lands nearby, learning quickly and soon being unrecognizable as the orphaned youth she had been. When Colson Maldris began representing the Eagle Knights and Andoran faction within the Society, Beta joined with him to see more of the world, though her first missions took place locally, or within western Taldor.

Rapdily accruing success after success in every mission the Society sent her way, Beta made several friends within the Society, notably the human archer Akash and the halfling oracle Ariadne. Noteworthy miissions include exploring Thornkeep, the dwarven sky citadels Koldukar and Janderhoff, aiding in the defense of Nerosyan upon the arrival of the demonic hordes, missions to the Hao-Jin Tapestry to negotiate alliances with both Lizardfolk and Ratfolk, and her secretive final missions for the Decemvirate.

Afterwards, she retired from active duty, instead choosing to become Venture Captain of her own Lodge in Andoran. (See "The Wild Lodge" in Chronicle #89.)

Founded by Venture Captain Leena Alcine (Beta) and co-Captained by Raido (Alpha), the Wild Lodge stands in the eastern end of Andoran. Established just off the Sellen River and a short distance from Wispil, Beta established her solitary lodge both where she grew up, as well as near many of the sites of her earliest Pathfinder journies. Funded by her personal discovery of an ancient dragon's hoard she and others defeated, the Wild Lodge has little direct connection to the Pathfinder Society or it's many factional and regional groups. Established as a home base, training ground, and watchtower within the vast forest, Beta has made certain that it's construction and maintenance is kept debt-free. However, despite her intentions of leaving it untarnished by factional disputes, it is open to everyone freely- including non-Pathfinders. While few journey there this early after it's establishment, both the former Eagle Knight Major Colson Maldris or his agents and more surprisingly the ample fey presence within the Verduran forest come to the Lodge frequently. Rumor has it that one of Beta's earliest adventures was to free the forest near Wispil from a plague, earning the debt and friendship of the fey nearby. Whether or not the story is true (and evidence suggests it is), the fey are welcome in the Wild Lodge.

The Lodge itself is a sprawling affair built in and around trees, similar to some elven settlements. While it's rather chaotic layout can confuse new Pathfinders, some of those more experienced commend it for being natural and unique. For those used to working out of secretive Lodges built behind fish shops and the like, a public but secluded Lodge is welcome. Both Beta and Alpha regurarly teach Pathfinders and those training for their Confirmations in wilderness survival, natural lore, and the extraplanar threats they often face. Unlike the Venture Captains who hoard their magics, Beta uses hers both for transportation on time-sensitive missions, and to train her students. Secretive, hidden groves show up off and on, providing a beautiful rest place for those with the skill to find them. Occasionally a contest will be held to find such groves, or the lupine venture captains themselves.

While Beta's blunt refusal of aid, whether altruistc or not, or of factional presence has stepped on many toes, her own patron, Colson Maldris, understands her desire to keep the Lodge seperate. Feeling that underhanded and secretive missions have pulled the Pathfinder Society away from successes and safety on multiple occasions, it seems Beta will not change her stance. Certainly the Lodge has become a haven for those of similar minds or more extraordinary skillsets or heritage. As Beta remains in wolf form nigh-constantly and Alpha has been awakened into high intelligence, it is certainly represented uniquely.

A free-spirited casino dweller, Sergio wanders where his feet, coins, and depts take him. Calling upon Desna as Lady Luck, he spends most of his time gambling in one form or another, and travelling when he's not. On a whim, he joined the Society to explore more of the world- on a whim, he left it a year or two later.

Ranus Kerschen Half-Elf Wizard"The applications of combat-gained knowledge has much practical use in the creation of a Tome Of Terrors for the game I'm creating, you see? If I were to find, that, say, a golem has.. Oh, what? We're under attack?!"

Third son of a lesser noble house, Ranus had little to look forward to in his life. Devoting himself to magic early on, the half-elf shied from the foul, diabolic magics practiced by many of his kin. However, upon meeting the Paracountess Zarta Dralneen, he was immediately smitten by her charisma and talents. Following her eagerly out of his dead-end life, Ranus seeks knowledge both arcane and lost. Recently meeting the Cypherlords of Riddleport, he has spent time studying with them.

However, recently his interest in the Society has waned and he seems content to serve Zarta in her Dark Archives.

All magic is pure. Not good, not evil. Magic is simply magic; the man wielding it is the one to be judged. So Kane Murban believes. Himself an Ustalavic native, Kane's family moved to Absalom while he was a mere child to escape the dangers and superstitions of their home. Born..different.. Kane's skin seems to reflect an invisible fire with a metallic sheen. Wielding magics to twist the mind that many consider underhanded or villainous, Kane serves the Crusade without reservation. Drawing both from faith in Nethys to his own innate spellcasting ability, Kane is a nearly inexhaustable dynamo of pure magic.

Raised in the rougher parts of Qadira, Milo served as a 'lucky charm' for caravans as well as practicing his skills at music and dance. In time, he becomes an inside man and spy of sorts to local authorities. On one caravan journey, his caravan is attacked and destroyed by raiders. Saved from death in the desert by a Sarenite Pathfinder nearby, Milo devoted himself fully to both causes while furthering his connections in Qadira. While the merger of the Qadiran faction with the thuggish Sczarni nearly sent him to the Silver Crusade, meeting Guaril Karela in person, and being saved by the same, has affirmed his loyalties to The Exchange.. though not without lingering reservations.

A Shoanti gnome of the Shrikiiri-Quah, Buddy grew up on the stories of Varisian gypsies and yearned to see the world. Eventually joining the Society and being personally trained by Venture Captain Beta, he seeks to find 'the best story' that he feels destined to be a part of.

Found unconcious by a group of Pathfinders, the half-orc who calls himself "The Lost" was taken in and brought to the Society by a Desnan priestess named Kaya Awone. Not knowing anything of his past life, barring that he was found with the harrow card known as The Lost over his heart in the middle of a fire-ravaged plains, he joins the Society not for any particular interest in their ideals, but to live a new life under Kaya's tutelage and to, perhaps, find out who he was before. He is joined by his odd protean friend, a creature who refuses to share it's true name- if it even has one-, and instead allows people to call it a name based on cards from The Lost's worn harrow deck.. an object clearly of great interest to the protean.